PvP in 3.3.0 and Beyond

Well, attack skills requires Heavy investment in pvp to actually work. I believe currently zerphi is the main concern.

Builds that requires little investment yet is able to kill everything that comes at it.

I played almost all pvp builds. Traps/Kb/La/Ea/Vd/fireball/magma

I am surprised i didnt see magma orb on the list as Magma orb's range is absurd. Able to kill someone from one corner of sarn to the next

bear traps - too strong.

EA is fine, its just the flask.

Commandment of winter - all you need is a zerphi's flask and fast movement skills and u can just 1 shot anyone that hits you, scaled by spell damage. able to 1 shot 10-11k hp.

kinetic blast is weak without Heavy investment.

Conversion talismans - 100 (fire/light) taken as cold.

Volatile dead does too much damage and have too much seek range. ( volatile dominates 1v1 matches due to the size of the arena )

Alot of people complain about skills like kb or fireball doing too much damage. but the fact is that it requires heavy investment to make it work. A 1000ex wander vs a 30ex zerphi vd the latter still wins.

I'm a league PvPer foremost so I don't know the extremes of what's broken as much as the standard folks do, but everything that comes to my mind is already on the chart.

I just want to add my voice to this post to say how much I appreciate GGG taking steps to address PvP again. There may not be many of us, but we think there's a lot of potential in PvP in Path and would love for it to be in a place that's more fair and accessible for other people to come play with us.

Flask charges are extremely limited on PvP, being able to gain charges from time allows a player to "pop" all their flasks for an optimal engage. After a failed engage or a win the Flask generating player can just run around until they have all flasks again making them gain a larger and larger advantage as the match continues.

This needs to be disabled in PvP or given a maximum amount of charges that can be generated in PvP